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  Peter Molyneux: The Essence of Interaction
by Mathew Kumar, Christian Nutt [Design, Interview]
9 comments Share on Twitter Share on Facebook RSS
 
 
May 1, 2009 Article Start Previous Page 3 of 4 Next
 

Mathew Kumar: The dog, obviously, is very important to the player. But I was interested in the processes you put into making the people of the world important to the player, as well.

PM: Right, yeah. That's interesting. With Fable 2, I've got my list. I always have a list of things that I think we kind of could have done better on. I wouldn't say we "failed" on, we could have done better on. I still think there's a long way [to go] with the people in the world.



One of the things we did with the people in the world, some of the small things, was to almost try and eradicate repeated dialogue, which is just really destroys that connection you've got with a world.

If you've got someone saying, "It's a nice day today, it's a nice day today, it's a nice day today," every two to three minutes...

Trying to eradicate that, trying to not make people sort of come into your face and demand your attention, but more feel like that if you sort of interrogated them, they were interested in you. So, there's still a lot more work to do here, I think.

MK: It's interesting because there was kind of a split between the mechanics of people interacting with the characters, but also when you wrote the story, there's a point obviously where they have to make the decision, right?

And the interesting fact is that when my girlfriend played through the game, she became very upset when she had that choice, and she made the decision to give up the person that was closest to her... Or rather she made the decision to save the world, essentially, rather than save the dog, obviously.

PM: That was a big decision, it really was.

MK: I noticed how other people were actually very affected by that choice, and even with what seems, to many people, to be such a limited mechanic, to do with the populace of the world.

PM: What's fascinating about it is that when we thought about good and evil, it's so tempting to say, "Well, good is saving lives, and evil is hurting lives and killing people." But actually, I think where the real emotion comes is when you really start testing people.

If I said to you, "Your family is over there. What would you do to save them?" "Well, I would do anything." "Really? Would you really do anything? Would you actually kill a thousand people to save your family? And what does that say about you?"

I think, finally, that decision made people think, because it forced them to think, "My goodness, my natural reaction is of course I'd save my family. Of course I would save the people I love." But actually, when it comes down to it, would you? Would you sacrifice everything for that very selfish act of having what you want? There are a lot of philosophical questions that come up in your mind when you're doing that.

MK: But that was what was amazing; the story made me question that. It's easy to just paste that on as a bunch of cutscenes, right?

PM: Yeah, yeah.

MK: The mechanics also helped. My girlfriend and I, we played separate games, obviously, to experience it. The example of her giving up the family to save the world was that, afterwards, she actually became quite upset because she realized she spent forever trying to find a particular... I think her son liked a toy sword.

PM: Yes, yes.

MK: And she realized she never got to give it to him.

PM: Oh, really? That's a fantastic story, yeah. See, that sort of stuff we never designed.

MK: Exactly.

PM: You design it. The player designs that emotional connection between, you know, "I never got to give my son the sword." When that happens, that's a real emotional connection.

 
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Comments

Bart Stewart
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Speaking of emotions, mine are mixed concerning this interview.



There's nothing wrong with the interviewer, the interviewee (for whose design enthusiasm I have great respect) or the facts of the interview. It's that, as a PC gamer, this interview creates two opposing bad feelings.



On the one hand, since Fable II has only been released for consoles, and thus as a PC gamer I haven't had the chance to enjoy playing it, the "dog and family" section was a bit of a spoiler.



On the other hand, the last official word I saw from Lionhead (in January 2009) was that they weren't working on a PC version of Fable II, period. So I guess despite being eager to spend money on a game that -- unlike many others -- treats exploration and emotion seriously, seeing spoilers for Fable II is ultimately irrelevant for a PC gamer like myself.



I suppose my point is that this interview did a great job of making me want to play Fable II or any other of Lionhead's upcoming and presumably innovative games... but because I do my gaming on a perfectly good personal computer, the innovation I'd happily pay for is off-limits to me.



Definitely some mixed feelings here.

Dave Sodee
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Agreed, now that it has been out a longtime for the console a pc version would make sense. I think Fable did reasonably well and Fable 2 would as well as long as they do not add too much restrictive drm or install limits.



The pc gaming industry has to start paying attention to who they are alienating...hint..not the pirates !

Sverre Kvernmo
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Spoiler warnings are appreciated.

Simon Carless
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Fair comment, Sverre - we've added a spoiler note at the beginning of the text.

David Tarris
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I love how people can talk of exclusive content in such discriminatory terms. The only thing stopping you from enjoying Fable II is not the big bad corporations, but simply your own financial judgment of not buying an Xbox 360. As much as I'd like to play Killzone 2, I'm not going to berate Sony for making a financially prudent decision, I'm just going to have to not play it, find a friend with a PS3, or, gasp, buy the product that they want me to buy.

Peter Misak
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I agree with Bart Stewart -- I am a PC gamer, too. I own no consoles, just a few PC machines and I've played Fable. To some degree, I was disappointed because Fable 1 was more a toy than RPG, altough it was kind of cute. I would consider buying a copy of Fable 2. I respect Peter Molyneux, but leaving PCs out of focus was a bad move in my eyes and I have no longer such (if any) interest in Lionhead games.

Voivodul Vlad
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The interactions in Fable II, is indeed effective but also a bit too mechanical and not human. I mean, you just pick from a set of icons to match which ones the NPC with whom you're interacting likes most. The conversations are also Sims-like murmurings - you don't really "talk" to people (not like what Mass Effect did). Well, I'm not saying ME is better because reading a lot of texts on screen also feels dry... graphical representation would naturally help to present how people think of you...



Still the question of how to make good interactions - is emotion more important (even strictly scripted in actions games like MAFIA), or is choice (like FABLE)... uh... when are you going to show us what u've got Pete? :P

Jon Boon
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I'd like to play it as well, but I'm not about to spend money on a console that seems to be designed to fail. Therefore, if it doesn't come out for the PC, I guess I won't enjoy it, which is too bad as I did enjoy the first one.

Peter Vessenes
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I second what Bill said -- missing out on the current era of console gaming is a pretty big loss, especially given the cost of an X360 compared to a new Nvidia GPU.. Are you sure your GPU will outlast your Xbox 360? I cut my teeth on Zork and Sierra games, and have owned nearly every console released since the Atari 2600. I've also spent over 20 years gaming on my PC. My PC's are currently for work, flash gaming and Warcraft. Everything else is better on the console. I don't know, but I'd expect that Fable II would feel a little limited on the PC, it really is designed for a console gamer.


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